UpgradeRules for InfDeath -> DeathType renaming.
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@@ -258,7 +258,7 @@ namespace OpenRA.Utility
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node.Key = "StoresResources";
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}
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// make animation is now it's own trait
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// make animation is now its own trait
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if (engineVersion < 20140621)
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{
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if (depth == 1 && (node.Key.StartsWith("RenderBuilding")))
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@@ -472,6 +472,22 @@ namespace OpenRA.Utility
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node.Key = "RenderInfantry";
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}
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// InfDeath was renamed to DeathType
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if (engineVersion < 20140830)
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{
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if (depth == 1 && parentKey.StartsWith("DeathSounds"))
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{
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if (depth == 2 && node.Key == "InfDeaths")
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node.Key = "DeathTypes";
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}
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if (depth == 2 && parentKey == "SpawnsViceroid" && node.Key == "InfDeath")
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node.Key = "DeathType";
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if (depth == 2 && parentKey == "Explodes" && node.Key == "InfDeath")
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node.Key = "DeathType";
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}
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UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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@@ -784,6 +800,15 @@ namespace OpenRA.Utility
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ConvertFloatArrayToPercentArray(ref node.Value.Value);
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}
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if (engineVersion < 20140830)
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{
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if (depth == 2)
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{
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if (node.Key == "InfDeath")
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node.Key = "DeathType";
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}
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}
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UpgradeWeaponRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
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}
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}
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